• Title/Summary/Keyword: entertaining

Search Result 157, Processing Time 0.028 seconds

Korean Resident's Identity of Housing in Canada (캐나다 교민의 주거아이덴티티에 관한 연구)

  • 박선희
    • Journal of the Korean housing association
    • /
    • v.14 no.3
    • /
    • pp.109-118
    • /
    • 2003
  • The purpose of this study is to investigate identity of Korean resident's on housing in Canada. A questionnaire survey method was used to collect data for this study. Results of the analyses showed that Korean styled decorations were the most possessions to express their identity, while the possession degrees of Korean household goods and Korean style furniture were relatively low. An electric mat and a low table were frequently being used in their home. The using degree of these goods were significantly different according to the residential period in Canada. Almost Korean-canadian tended to have a style of sitting on the floor in the behavior of sewing, ironing, entertaining, watching the T.V. This behavior style were significantly different according to family income, houses style, the house ownership.

Market Mavenism and Post-Purchase Satisfaction/Dissatisfaction of Apparel Shoppers

  • Ju, Naan;Park, Jee-Sun;Lee, Kyu-Hye
    • International Journal of Costume and Fashion
    • /
    • v.14 no.2
    • /
    • pp.51-65
    • /
    • 2014
  • With growing competition and increasing consumer demands, companies pay more attention than ever to market mavens who play a central role in diffusing marketplace information and influencing others' decisions. To enhance our understanding of the market maven, this paper examines the role of market mavenism in shaping consumers' shopping values (utilitarian value, hedonic value) and their post-purchase satisfaction or dissatisfaction. Regression analyses revealed that market mavenism had a positive impact on hedonic shopping values, and post-purchase satisfaction. The findings showed that hedonic shopping values had a significant impact on post-purchase satisfaction while utilitarian shopping value did not have any significant relationship. Findings of the study also suggest that market mavens pursue hedonic shopping values and exhibit greater post-purchase dissatisfaction than others. Practitioners are recommended to create entertaining retail environments for market mavens who seek hedonic values when they shop. The results also suggest that practitioners need to pay close attention to market mavens at the post-purchase stage since they can be extremely dissatisfied.

Implementation and Performance Evaluation of the Learning System for Chinese Characters in Edutainment - Performance Evaluation using the Cronbach's coefficient alpha and Analysis of variance- (Edutainment식 한자 학습 시스템의 구현 및 성능 평가 - 크론박 알파와 분산분석을 이용한 성능평가 -)

  • Lee Eun-Ah;Kim Tai-Suk
    • Journal of the Korea Society for Simulation
    • /
    • v.14 no.4
    • /
    • pp.9-18
    • /
    • 2005
  • In this paper, the system is implemented in four ways , For those who want to learn Chinese characters using the internet, and To make the learning more interesting and entertaining. Four different learning methods have been provided , using the transition process of Chinese characters, games, animations, and an illustration of the relationships between Chinese Characters and korean letters. The subjects of the evaluation were freshmen polled about the Chinese character learning system. The evaluation methods are : the validity of the research content is evaluated using the Cronbach's coefficient alpha and the performance of the system is evaluated by F-type of Analysis of variance.

  • PDF

"Spot the differences" Game: An Interactive Method That Engage Students in Organic Chemistry Learning

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • Journal of the Korean Chemical Society
    • /
    • v.62 no.2
    • /
    • pp.159-165
    • /
    • 2018
  • For the first time, the spot the differences (STD) game was employed in the teaching of basic organic chemistry course. Three sets of paired pictures associated with selected topics in organic chemistry were presented to the students and they were required to spot the differences between the two pictures. Based on the students' pre and post self-assessment, the STD game resulted in several positive learning outcomes as indicated in the students' reflective writing, including knowledge recall, deeper understanding of a subject, enhanced analytical skill, motivation and fun-filled learning, learning from peers and self-empowerment in learning. The STD game is a desirable teaching and learning tool, as learning in an entertaining and interactive way is highly sought after in today's classroom, especially to novice students. In the future, the STD game can be modified and implemented to cater the needs of different courses and topics.

A study on the Influence of Consumer Innovativeness on the Acceptance Intention in Mobile Advertising (소비자의 혁신성이 모바일 광고 수용에 미치는 영향에 관한 연구)

  • Park, Jong Soon;Lee, Jong Man
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.2
    • /
    • pp.209-224
    • /
    • 2010
  • This study is focus on consumer innovativeness. The purpose of this study is to explore variable that affect users' perceived value of mobile advertising and actual response intension to analyze relationship among variables. We built research new model based on the Technology Acceptance Model(TAM) and the Ducoffe's model(1996). The result of this study can be summarized as below. First, consumer innovativeness had a positive effect on convenience, the entertaining element and informativeness. Second, credibility and convenience had a positive effect on mobile advertising value. Third, Mobile advertising value had a positive effect on actual response intention to mobile advertising. As shown in the result of this study, the relation between perceived value of mobile advertising and actual response intention, depending on innovativeness in accordance with mobile advertising characters elements.

Analysis of the Motivator of the Use of Social Network Services

  • Cho, Namjae;Ko, Geonil;Oh, Seunghee
    • Journal of Information Technology Applications and Management
    • /
    • v.20 no.3
    • /
    • pp.31-42
    • /
    • 2013
  • With a focus on Facebook, the most popular social network service (SNS), this research tried to find out which type of motivation makes users to spend more time on the SNS and in the same vein, which type of motivation makes users to believe that they will continue to use the SNS. The result shows that the need for play (entertaining) and image as social reputation affect the current amount of use, while the needs for information search, building relationship, and entertainment would make them continue to use.

A Study on the Quality of Variable Space for the Museum Space - Focused on Educational Space - (뮤지엄 공간의 가변적 활용 특성에 관한 연구 - 교육공간을 중심으로 -)

  • Zheng, Hua;Lee, Sung-Hoon
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2008.05a
    • /
    • pp.220-225
    • /
    • 2008
  • Museum has been advanced according to the change of the society, playing a role of social education for people as a public place. However, many museum have limited which does not allow the museum to act various roles for public needs such as resting, entertaining, educating. Accordingly, this research has intention to solve the problem that the museum cannot satisfy public various needs by functional adaptation of the space; the theory of variable space. The objective of this research is to try to find the problems and solutions from museum space through research about Spatial variability and to analyze expression special quality of museum that is used as variable. Therefore, this research is to lay the foundation of Variable application technique of educational space of museum hereafter.

  • PDF

A Study on the Effects of Product Involvement on the Purchase Decision Process of Online Shopping Malls (온라인 소비자 구매결정과정에서의 제품관여도 효과에 관한 연구)

  • Kim, Jong-Uk;Park, Sang-Cheol
    • Asia pacific journal of information systems
    • /
    • v.15 no.3
    • /
    • pp.133-161
    • /
    • 2005
  • This research is to investigate the effects of product involvement on the selection of online shopping malls. From the statistical analysis of 282 response data, it was found that consumers buying products with higher involvement tend to shop in a shopping mall with greater trust, which provide more information regarding their products and a wider variety of products. The other purpose of this research is to investigate factors of shopping malls which influence the buyer's purchase intention. The results of data analysis indicate that consumers are more likely to buy in a shopping mall with greater trust, with detailed product information, and with higher entertaining contents. The results of the study indicate that the shopping malls which give more detailed product information to their customers and establish greater trust will finally lead to a higher sales revenue because more expensive products will be sold.

Interactive Data Acquisition System based on Hand Tracking to evaluate Children's Cognitive Abilities

  • Ekaterina, Ten;Lee, Suk-Ho
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.3
    • /
    • pp.108-114
    • /
    • 2022
  • Autism (ASD) is a mental disorder characterized by a pronounced deficit in personal, social, speech, and other aspects of development and communication skills. Since autism is a complex developmental disorder that requires a lot of effort to recognize, this research was conducted to develop an interactive data Acquisition System and detect the first signs of ASD in children. The proposed system presents several variants of the tasks in an entertaining form, using hand tracking. Hand tracking is used to attract children's attention and interest them more to achieve more accurate results. The creation of the system is based on such libraries as OpenCV, PyGame, TensorFlow, and Mediapipe. The ultimate goal of the paper is to obtain data on the disease of autism in children for use in further diagnosis by medical experts.

Sports injury treatment and sports rehabilitation employing the Nanoparticles containing zinc oxide

  • Zhichao Ma;Jie Qi;Weiwei Xun;Yaonan Li
    • Advances in nano research
    • /
    • v.15 no.1
    • /
    • pp.67-74
    • /
    • 2023
  • The combination of physical activities and individual skills in sports creates an entertaining and competitive environment governed by a set of rules. In today's world, sports attract significant attention and are approached differently by various groups. Inevitably, injuries occur in sports, significantly impacting an athlete's performance and ability to participate in exercises and competitions. Addressing this issue, one of the crucial measures involves restoring the athlete's ability to engage in sports and compete. Sports rehabilitation serves as a treatment to mitigate the effects of injuries, and when combined with surgery, it can expedite the recovery process. Therefore, the primary objective of this study is to utilize a biocompatible technology for synthesizing zinc oxide (ZnO) nanoparticles in sports rehabilitation, ensuring minimal harm to the environment.